Cyberpunk 2020 vs GunCraze
Compare Cyberpunk 2020 and GunCraze side by side. See differences in complexity, dice, genre, and more.
| Cyberpunk 2020 | GunCraze | |
|---|---|---|
| Genre | Cyberpunk | Post-Apocalyptic, Modern |
| Tags | Combat-Heavy, Skill-Based, Deadly, Lore-Heavy, Corruption, Crunchy, Tactical, Simulation, Gritty, Character Building | Tactical, Crunchy, Classless, Skill-Based, Deadly, Gritty, Miniatures |
| Core Mechanic | Roll 1d10 + the relevant stat + skill and meet or exceed a difficulty number. Opposed checks compare totals, with ties favoring the defender. A natural 1 automatically fails the check. A natural 10 adds one extra 1d10 to the total. | Statistic Test: roll 1d10, add the relevant Attribute or Skill rank plus modifiers, and meet or beat a target number; contested actions are Opposed Rolls where the higher total wins and ties favor the defender. A natural 9 or 10 on a combat test banks a Craze! Point, and up to three Craze! Points can be spent after a roll to add +1d6 each. Attacks roll a d10 for hit location and deal damage in d6s against per-location hit points. |
| Dice | d10 | d10, d6 |
| Complexity | High | High |
| Availability | Paid | Paid |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | Proprietary (GunCraze OGL v1.1) |
| Third-Party Publishing | Noncommercial only — Homebrew Content Policy | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | R. Talsorian Games | Action Tactics Roleplay Gaming LLC |
| Year | 1993 | 2025 |
| Languages | English, Italian, Japanese, Polish | English |
| Best For | Groups who want dangerous urban jobs with customized cybernetic characters and detailed firefights. Campaigns can draw on personal enemies and corporate power struggles in Night City. | Groups who want crunchy, grid-based tactical gunfights with genuine lethality in a post-apocalyptic setting and don't mind learning a dense rulebook before the first session. |
| Highlights | Role-specific abilities give specialists distinct ways to influence a job. Lifepath events establish enemies and allies that can become campaign hooks. Cyberware trades mechanical upgrades for Humanity loss that reduces Empathy. | A natural 9 or 10 on a combat roll banks a Craze! Point, and up to three can be spent afterward for +1d6 each or to dive for cover mid-attack, but never to boost damage, keeping firefights swingy without softening lethality. Damage tracks per body location, so a destroyed limb is disabled and spills further hits into the torso past armor, turning partial wounds into mounting handicaps rather than one shared health bar. Characters are built from specializations, tiered talent trees, ranked skills, and jobs rather than classes, letting any blend of gunplay, melee, and noncombat skill live in one survivor. |
| Considerations | Extended Net infiltrations use separate procedures that can leave other characters waiting. Armor layering and damage to specific body locations require repeated calculations during firefights. A sufficiently damaging head hit kills outright regardless of remaining health. | Social conflict resolves through single skill tests, with no structured subsystem for extended negotiation, interrogation, or social maneuvering. The rules cover realistic firearms, melee, and cybernetics only, with no rules for magic, psychic powers, or other fantastical abilities. Installing cybernetics requires both Surgery and Engineering (Robotics) skill ranks plus high target-number tests, gating the augmentation catalog behind dedicated character investment. |